TRAITS
Reality Rejection Aura (30 ft.)
Creatures of the Cognivore’s choice within 30 ft. must make a DC 18 Charisma saving throw at the start of each of their turns. On a failure:All-
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They disbelieve their own magic, and cannot cast spells or use magical effects until the end of their turn.
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On three cumulative failures, their concentration is permanently broken (until Greater Restoration or Wish is cast).
All-Thought Eyes
The Cognivore perceives every sentient mind within 1 mile. It can communicate telepathically with any creature whose mind it has previously “tasted.”
Void of Self
The Cognivore exists as an absence. Any divination spell targeting it fails and causes the caster to take 2d6 psychic damage and forget why they cast it (unless they succeed on a DC 16 Intelligence save).
ACTIONS
Mental Raze (Recharge 5–6)
The Cognivore targets a 60 ft. cone. Each creature in the area must make a DC 19 Intelligence saving throw. On a failure:
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Take 10d10 psychic damage.
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Choose a spell, weapon proficiency, or language known. It is forgotten for 24 hours.
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On a success, take half damage and no forgetting effect.
Neural Consumption (Recharge 6)
The Cognivore targets a creature it can see within 60 ft. That creature must make a DC 19 Wisdom saving throw or:
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Lose 1d4 Intelligence points for 1 hour.
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The Cognivore regains 25 hit points per point drained.
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If Intelligence reaches 0, the creature becomes catatonic and can only be restored by Wish or True Resurrection.
Multiattack.
The Cognivore makes three attacks with Psychic Claws.
Psychic Claws. Melee Spell Attack: +11 to hit, reach 10 ft., one target.
Hit: 4d10 psychic damage and the target cannot take reactions until the start of its next turn.
BONUS ACTIONS
Void Step
The Cognivore teleports up to 60 ft. to an unoccupied space it can see. Until the start of its next turn, it becomes lightly obscured and attacks against it have disadvantage
REACTIONS
Feedback Loop
When targeted by a spell that requires a saving throw, the Cognivore can force the caster to also make the same save. On a failure, the caster is blinded for 1 minute.
LEGENDARY ACTIONS (3/Turn)
Distort Perception. A creature within 60 ft. must succeed a DC 17 Int save or be unable to distinguish friend from foe until the end of its next turn.
Psionic Crush. A creature within 120 ft. takes 4d12 psychic damage and must succeed a DC 18 Con save or be stunned until the end of its next turn.
Mind Fracture (Costs 2 actions). All creatures in a 30 ft. radius must make a DC 19 Int save or be affected by Confusion for 1 minute (save ends at end of turn).
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
“It unmade the archivist's knowledge of their own name. Then it began to feed.”
—Last words in a broken psionic relay
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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Posted Jul 3, 2025I didn't know it was possible to feel text yelling at me on a stat block
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Posted Jul 3, 2025this is actually kinda cool tho
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Posted Jul 4, 2025thank you. :)
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Posted Jul 13, 2025thad crazy